193,442 Commits over 4,079 Days - 1.98cph!
Asset loading is now handled by the Database rather than const fields.
Subtracting
19330 (alexrehberg)
Cherry picked shadow shader fixes from main
fixed autoturret laser spazzing out
autoturret laser brighter
fixed magic plate armor
restored negative effects of heavy plate (cold/heat)
Debug hurt command takes hit bone as optional parameter
Fixed potentially offcenter entity occludee
set quality settings to fantastic
starting to add new paving to all hexes
moved stores from items to buildigns and renamed and moved building materials
FOR FUCK SAKE cursor offset
FOR FUCK SAKE board color
Subtracting
19287 (alexrehberg)
Automated Linux Build #597
Zombies don't like water as much
Automated Windows Build #597
sentry laser more accurate still
CVisibleShadowList::PrioritySort uses quicksort
Removed slow condition from CVisibleShadowList::EnumShadow
stone and twig floors are flat
fixed turret laser dot being too far from target
added new pavement to city hex 17 and added new camera scripts to start balancing
Ai doesn't walk through bases (NEXTGEN AI ITT)
bearskin rug costs leather instead
removed negative protectino from heavy armor
massively increased condition
Common rug icon more distinctive vs tool cupboard
Started on simple AI learning.
Bear rug allow objects on top of itself again
refactored some display code for vms on maps
buffed heavyplate body armor
fixed sash not showing sometimes
More shader updates/fixes
Fixed Nre
Fixed profiler leak in GetWaterDepth
Remove local tile mouse highlighting
added new pavement to hex 17
added temp camera scripts to untiy scene
remade sidewalk and added so far to hex piece 2
Doubled size of terrain potato detail texture; halved at GQ=0